Aasimar 5e
Aasimar are mortals who carry a spark of the Upper Planes within their souls. They are descended from humans with a touch of celestial power, often serving as champions against evil. Most aasimar are born from human parents, and they live their early years unaware of their celestial heritage until their guiding spirit makes contact.
At a Glance
Ability Scores
+2 Charisma
Size
Medium
Speed
30 ft.
Languages
Common, Celestial
Source
Volo's Guide to Monsters / Monsters of the Multiverse
Racial Traits
| Trait | Description |
|---|---|
| Celestial Resistance | You have resistance to necrotic damage and radiant damage. |
| Healing Hands | As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains hit points equal to the total. Once you use this trait, you can't use it again until you finish a long rest. |
| Light Bearer | You know the Light cantrip. Charisma is your spellcasting ability for it. |
| Darkvision | You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. |
Subraces
| Subrace | Bonus |
|---|---|
| Protector Aasimar | +1 Wisdom. Radiant Soul: Starting at 3rd level, you can use your action to sprout spectral wings and gain a flying speed of 30 feet for 1 minute. Once per turn, you can deal extra radiant damage equal to your level when you deal damage to a target. |
| Scourge Aasimar | +1 Constitution. Radiant Consumption: Starting at 3rd level, you can use your action to unleash divine energy. For 1 minute, you shed bright light in a 10-foot radius, deal radiant damage equal to half your level to yourself and enemies within 10 feet at the start of each of your turns. |
| Fallen Aasimar | +1 Strength. Necrotic Shroud: Starting at 3rd level, you can use your action to sprout skeletal wings. For 1 minute, creatures within 10 feet must succeed on a Charisma saving throw or become <a href="/rules/conditions/frightened-condition-5e/">frightened</a>. Once per turn, you can deal extra necrotic damage equal to your level. |
Common Mistakes
Common Mistake
Forgetting that Healing Hands scales with proficiency bonus, not character level
Common Mistake
Thinking aasimar transformations last all day (they're 1 minute duration)
Common Mistake
Not tracking the long rest requirement for racial abilities
DM Tips
DM Tip
Aasimar work well in campaigns with celestial or fiendish themes
DM Tip
Consider having their celestial guide appear in dreams or visions to provide plot hooks
DM Tip
The three subraces offer very different playstyles - Protector for mobility, Scourge for damage, Fallen for control
DM Tip
Radiant resistance is powerful against certain undead and fiends
Frequently Asked Questions
Sources & Further Reading
- Aasimar — D&D 5e Wikidot — Full SRD race text
- Aasimar — D&D Beyond — Official race reference
- Aasimar Handbook — RPGBOT — Race optimization guide